/* #version:1# (machine generated, don't edit!) Generated by sokol-shdc (https://github.com/floooh/sokol-tools) Cmdline: sokol-shdc -i shader.glsl -o shader.jai -l glsl410:metal_macos:hlsl5 -f sokol_jai Overview: ========= Shader program: 'default': Get shader desc: default_shader_desc(sg_query_backend()) Vertex Shader: vs_default Fragment Shader: fs_default Attributes: ATTR_default_position => 0 ATTR_default_normal => 1 ATTR_default_texcoord0 => 2 Shader program: 'offscreen': Get shader desc: offscreen_shader_desc(sg_query_backend()) Vertex Shader: vs_offscreen Fragment Shader: fs_offscreen Attributes: ATTR_offscreen_position => 0 ATTR_offscreen_normal => 1 Bindings: Uniform block 'vs_params': Jai struct: Vs_Params Bind slot: UB_vs_params => 0 Image 'tex': Image type: ._2D Sample type: .FLOAT Multisampled: false Bind slot: IMG_tex => 0 Sampler 'smp': Type: .FILTERING Bind slot: SMP_smp => 0 Image Sampler Pair 'tex_smp': Image: tex Sampler: smp */ ATTR_default_position :: 0; ATTR_default_normal :: 1; ATTR_default_texcoord0 :: 2; ATTR_offscreen_position :: 0; ATTR_offscreen_normal :: 1; UB_vs_params :: 0; IMG_tex :: 0; SMP_smp :: 0; Vs_Params :: struct { mvp: Matrix4; }; /* #version 410 uniform vec4 vs_params[4]; layout(location = 0) in vec4 position; layout(location = 0) out vec4 nrm; layout(location = 1) in vec4 normal; void main() { gl_Position = mat4(vs_params[0], vs_params[1], vs_params[2], vs_params[3]) * position; nrm = normal; } */ vs_offscreen_source_glsl410 := u8.[ 0x23,0x76,0x65,0x72,0x73,0x69,0x6f,0x6e,0x20,0x34,0x31,0x30,0x0a,0x0a,0x75,0x6e, 0x69,0x66,0x6f,0x72,0x6d,0x20,0x76,0x65,0x63,0x34,0x20,0x76,0x73,0x5f,0x70,0x61, 0x72,0x61,0x6d,0x73,0x5b,0x34,0x5d,0x3b,0x0a,0x6c,0x61,0x79,0x6f,0x75,0x74,0x28, 0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x30,0x29,0x20,0x69,0x6e, 0x20,0x76,0x65,0x63,0x34,0x20,0x70,0x6f,0x73,0x69,0x74,0x69,0x6f,0x6e,0x3b,0x0a, 0x6c,0x61,0x79,0x6f,0x75,0x74,0x28,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20, 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layout(location = 0) in vec4 nrm; void main() { frag_color = vec4((nrm.xyz * 0.5) + vec3(0.5), 1.0); } */ fs_offscreen_source_glsl410 := u8.[ 0x23,0x76,0x65,0x72,0x73,0x69,0x6f,0x6e,0x20,0x34,0x31,0x30,0x0a,0x0a,0x6c,0x61, 0x79,0x6f,0x75,0x74,0x28,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20, 0x30,0x29,0x20,0x6f,0x75,0x74,0x20,0x76,0x65,0x63,0x34,0x20,0x66,0x72,0x61,0x67, 0x5f,0x63,0x6f,0x6c,0x6f,0x72,0x3b,0x0a,0x6c,0x61,0x79,0x6f,0x75,0x74,0x28,0x6c, 0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x30,0x29,0x20,0x69,0x6e,0x20, 0x76,0x65,0x63,0x34,0x20,0x6e,0x72,0x6d,0x3b,0x0a,0x0a,0x76,0x6f,0x69,0x64,0x20, 0x6d,0x61,0x69,0x6e,0x28,0x29,0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20,0x66,0x72,0x61, 0x67,0x5f,0x63,0x6f,0x6c,0x6f,0x72,0x20,0x3d,0x20,0x76,0x65,0x63,0x34,0x28,0x28, 0x6e,0x72,0x6d,0x2e,0x78,0x79,0x7a,0x20,0x2a,0x20,0x30,0x2e,0x35,0x29,0x20,0x2b, 0x20,0x76,0x65,0x63,0x33,0x28,0x30,0x2e,0x35,0x29,0x2c,0x20,0x31,0x2e,0x30,0x29, 0x3b,0x0a,0x7d,0x0a,0x0a,0x00, ]; /* #version 410 uniform vec4 vs_params[4]; layout(location = 0) in vec4 position; layout(location = 1) out vec2 uv; layout(location = 2) in vec2 texcoord0; layout(location = 0) out vec4 nrm; layout(location = 1) in vec4 normal; void main() { mat4 _22 = mat4(vs_params[0], vs_params[1], vs_params[2], vs_params[3]); gl_Position = _22 * position; uv = texcoord0; nrm = _22 * normal; } */ vs_default_source_glsl410 := u8.[ 0x23,0x76,0x65,0x72,0x73,0x69,0x6f,0x6e,0x20,0x34,0x31,0x30,0x0a,0x0a,0x75,0x6e, 0x69,0x66,0x6f,0x72,0x6d,0x20,0x76,0x65,0x63,0x34,0x20,0x76,0x73,0x5f,0x70,0x61, 0x72,0x61,0x6d,0x73,0x5b,0x34,0x5d,0x3b,0x0a,0x6c,0x61,0x79,0x6f,0x75,0x74,0x28, 0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x30,0x29,0x20,0x69,0x6e, 0x20,0x76,0x65,0x63,0x34,0x20,0x70,0x6f,0x73,0x69,0x74,0x69,0x6f,0x6e,0x3b,0x0a, 0x6c,0x61,0x79,0x6f,0x75,0x74,0x28,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20, 0x3d,0x20,0x31,0x29,0x20,0x6f,0x75,0x74,0x20,0x76,0x65,0x63,0x32,0x20,0x75,0x76, 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0x73,0x5f,0x70,0x61,0x72,0x61,0x6d,0x73,0x5b,0x33,0x5d,0x29,0x3b,0x0a,0x20,0x20, 0x20,0x20,0x67,0x6c,0x5f,0x50,0x6f,0x73,0x69,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20, 0x5f,0x32,0x32,0x20,0x2a,0x20,0x70,0x6f,0x73,0x69,0x74,0x69,0x6f,0x6e,0x3b,0x0a, 0x20,0x20,0x20,0x20,0x75,0x76,0x20,0x3d,0x20,0x74,0x65,0x78,0x63,0x6f,0x6f,0x72, 0x64,0x30,0x3b,0x0a,0x20,0x20,0x20,0x20,0x6e,0x72,0x6d,0x20,0x3d,0x20,0x5f,0x32, 0x32,0x20,0x2a,0x20,0x6e,0x6f,0x72,0x6d,0x61,0x6c,0x3b,0x0a,0x7d,0x0a,0x0a,0x00, ]; /* #version 410 uniform sampler2D tex_smp; layout(location = 1) in vec2 uv; layout(location = 0) in vec4 nrm; layout(location = 0) out vec4 frag_color; void main() { frag_color = vec4(texture(tex_smp, uv * vec2(20.0, 10.0)).xyz * fma(clamp(dot(nrm.xyz, vec3(0.57735025882720947265625, 0.57735025882720947265625, -0.57735025882720947265625)), 0.0, 1.0), 2.0, 0.25), 1.0); } */ fs_default_source_glsl410 := u8.[ 0x23,0x76,0x65,0x72,0x73,0x69,0x6f,0x6e,0x20,0x34,0x31,0x30,0x0a,0x0a,0x75,0x6e, 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position; static float4 nrm; static float4 normal; struct SPIRV_Cross_Input { float4 position : TEXCOORD0; float4 normal : TEXCOORD1; }; struct SPIRV_Cross_Output { float4 nrm : TEXCOORD0; float4 gl_Position : SV_Position; }; void vert_main() { gl_Position = mul(position, _19_mvp); nrm = normal; } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { position = stage_input.position; normal = stage_input.normal; vert_main(); SPIRV_Cross_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.nrm = nrm; return stage_output; } */ vs_offscreen_source_hlsl5 := u8.[ 0x63,0x62,0x75,0x66,0x66,0x65,0x72,0x20,0x76,0x73,0x5f,0x70,0x61,0x72,0x61,0x6d, 0x73,0x20,0x3a,0x20,0x72,0x65,0x67,0x69,0x73,0x74,0x65,0x72,0x28,0x62,0x30,0x29, 0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20,0x72,0x6f,0x77,0x5f,0x6d,0x61,0x6a,0x6f,0x72, 0x20,0x66,0x6c,0x6f,0x61,0x74,0x34,0x78,0x34,0x20,0x5f,0x31,0x39,0x5f,0x6d,0x76, 0x70,0x20,0x3a,0x20,0x70,0x61,0x63,0x6b,0x6f,0x66,0x66,0x73,0x65,0x74,0x28,0x63, 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normal = stage_input.normal; vert_main(); SPIRV_Cross_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.uv = uv; stage_output.nrm = nrm; return stage_output; } */ vs_default_source_hlsl5 := u8.[ 0x63,0x62,0x75,0x66,0x66,0x65,0x72,0x20,0x76,0x73,0x5f,0x70,0x61,0x72,0x61,0x6d, 0x73,0x20,0x3a,0x20,0x72,0x65,0x67,0x69,0x73,0x74,0x65,0x72,0x28,0x62,0x30,0x29, 0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20,0x72,0x6f,0x77,0x5f,0x6d,0x61,0x6a,0x6f,0x72, 0x20,0x66,0x6c,0x6f,0x61,0x74,0x34,0x78,0x34,0x20,0x5f,0x31,0x39,0x5f,0x6d,0x76, 0x70,0x20,0x3a,0x20,0x70,0x61,0x63,0x6b,0x6f,0x66,0x66,0x73,0x65,0x74,0x28,0x63, 0x30,0x29,0x3b,0x0a,0x7d,0x3b,0x0a,0x0a,0x0a,0x73,0x74,0x61,0x74,0x69,0x63,0x20, 0x66,0x6c,0x6f,0x61,0x74,0x34,0x20,0x67,0x6c,0x5f,0x50,0x6f,0x73,0x69,0x74,0x69, 0x6f,0x6e,0x3b,0x0a,0x73,0x74,0x61,0x74,0x69,0x63,0x20,0x66,0x6c,0x6f,0x61,0x74, 0x34,0x20,0x70,0x6f,0x73,0x69,0x74,0x69,0x6f,0x6e,0x3b,0x0a,0x73,0x74,0x61,0x74, 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float4 nrm [[user(locn0)]]; float4 gl_Position [[position]]; }; struct main0_in { float4 position [[attribute(0)]]; float4 normal [[attribute(1)]]; }; vertex main0_out main0(main0_in in [[stage_in]], constant vs_params& _19 [[buffer(0)]]) { main0_out out = {}; out.gl_Position = _19.mvp * in.position; out.nrm = in.normal; return out; } */ vs_offscreen_source_metal_macos := u8.[ 0x23,0x69,0x6e,0x63,0x6c,0x75,0x64,0x65,0x20,0x3c,0x6d,0x65,0x74,0x61,0x6c,0x5f, 0x73,0x74,0x64,0x6c,0x69,0x62,0x3e,0x0a,0x23,0x69,0x6e,0x63,0x6c,0x75,0x64,0x65, 0x20,0x3c,0x73,0x69,0x6d,0x64,0x2f,0x73,0x69,0x6d,0x64,0x2e,0x68,0x3e,0x0a,0x0a, 0x75,0x73,0x69,0x6e,0x67,0x20,0x6e,0x61,0x6d,0x65,0x73,0x70,0x61,0x63,0x65,0x20, 0x6d,0x65,0x74,0x61,0x6c,0x3b,0x0a,0x0a,0x73,0x74,0x72,0x75,0x63,0x74,0x20,0x76, 0x73,0x5f,0x70,0x61,0x72,0x61,0x6d,0x73,0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20,0x66, 0x6c,0x6f,0x61,0x74,0x34,0x78,0x34,0x20,0x6d,0x76,0x70,0x3b,0x0a,0x7d,0x3b,0x0a, 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0x30,0x2e,0x35,0x29,0x20,0x2b,0x20,0x66,0x6c,0x6f,0x61,0x74,0x33,0x28,0x30,0x2e, 0x35,0x29,0x2c,0x20,0x31,0x2e,0x30,0x29,0x3b,0x0a,0x20,0x20,0x20,0x20,0x72,0x65, 0x74,0x75,0x72,0x6e,0x20,0x6f,0x75,0x74,0x3b,0x0a,0x7d,0x0a,0x0a,0x00, ]; /* #include #include using namespace metal; struct vs_params { float4x4 mvp; }; struct main0_out { float4 nrm [[user(locn0)]]; float2 uv [[user(locn1)]]; float4 gl_Position [[position]]; }; struct main0_in { float4 position [[attribute(0)]]; float4 normal [[attribute(1)]]; float2 texcoord0 [[attribute(2)]]; }; vertex main0_out main0(main0_in in [[stage_in]], constant vs_params& _19 [[buffer(0)]]) { main0_out out = {}; out.gl_Position = _19.mvp * in.position; out.uv = in.texcoord0; out.nrm = _19.mvp * in.normal; return out; } */ vs_default_source_metal_macos := u8.[ 0x23,0x69,0x6e,0x63,0x6c,0x75,0x64,0x65,0x20,0x3c,0x6d,0x65,0x74,0x61,0x6c,0x5f, 0x73,0x74,0x64,0x6c,0x69,0x62,0x3e,0x0a,0x23,0x69,0x6e,0x63,0x6c,0x75,0x64,0x65, 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#include #include using namespace metal; struct main0_out { float4 frag_color [[color(0)]]; }; struct main0_in { float4 nrm [[user(locn0)]]; float2 uv [[user(locn1)]]; }; fragment main0_out main0(main0_in in [[stage_in]], texture2d tex [[texture(0)]], sampler smp [[sampler(0)]]) { main0_out out = {}; out.frag_color = float4(tex.sample(smp, (in.uv * float2(20.0, 10.0))).xyz * fma(fast::clamp(dot(in.nrm.xyz, float3(0.57735025882720947265625, 0.57735025882720947265625, -0.57735025882720947265625)), 0.0, 1.0), 2.0, 0.25), 1.0); return out; } */ fs_default_source_metal_macos := u8.[ 0x23,0x69,0x6e,0x63,0x6c,0x75,0x64,0x65,0x20,0x3c,0x6d,0x65,0x74,0x61,0x6c,0x5f, 0x73,0x74,0x64,0x6c,0x69,0x62,0x3e,0x0a,0x23,0x69,0x6e,0x63,0x6c,0x75,0x64,0x65, 0x20,0x3c,0x73,0x69,0x6d,0x64,0x2f,0x73,0x69,0x6d,0x64,0x2e,0x68,0x3e,0x0a,0x0a, 0x75,0x73,0x69,0x6e,0x67,0x20,0x6e,0x61,0x6d,0x65,0x73,0x70,0x61,0x63,0x65,0x20, 0x6d,0x65,0x74,0x61,0x6c,0x3b,0x0a,0x0a,0x73,0x74,0x72,0x75,0x63,0x74,0x20,0x6d, 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desc.fragment_func.source = xx *fs_default_source_glsl410; desc.fragment_func.entry = "main"; desc.attrs[0].glsl_name = "position"; desc.attrs[1].glsl_name = "normal"; desc.attrs[2].glsl_name = "texcoord0"; desc.uniform_blocks[0].stage = .VERTEX; desc.uniform_blocks[0].layout = .STD140; desc.uniform_blocks[0].size = 64; desc.uniform_blocks[0].glsl_uniforms[0].type = .FLOAT4; desc.uniform_blocks[0].glsl_uniforms[0].array_count = 4; desc.uniform_blocks[0].glsl_uniforms[0].glsl_name = "vs_params"; desc.images[0].stage = .FRAGMENT; desc.images[0].multisampled = false; desc.images[0].image_type = ._2D; desc.images[0].sample_type = .FLOAT; desc.samplers[0].stage = .FRAGMENT; desc.samplers[0].sampler_type = .FILTERING; desc.image_sampler_pairs[0].stage = .FRAGMENT; desc.image_sampler_pairs[0].image_slot = 0; desc.image_sampler_pairs[0].sampler_slot = 0; desc.image_sampler_pairs[0].glsl_name = "tex_smp"; case .D3D11; desc.vertex_func.source = xx *vs_default_source_hlsl5; desc.vertex_func.d3d11_target = "vs_5_0"; desc.vertex_func.entry = "main"; desc.fragment_func.source = xx *fs_default_source_hlsl5; desc.fragment_func.d3d11_target = "ps_5_0"; desc.fragment_func.entry = "main"; desc.attrs[0].hlsl_sem_name = "TEXCOORD"; desc.attrs[0].hlsl_sem_index = 0; desc.attrs[1].hlsl_sem_name = "TEXCOORD"; desc.attrs[1].hlsl_sem_index = 1; desc.attrs[2].hlsl_sem_name = "TEXCOORD"; desc.attrs[2].hlsl_sem_index = 2; desc.uniform_blocks[0].stage = .VERTEX; desc.uniform_blocks[0].layout = .STD140; desc.uniform_blocks[0].size = 64; desc.uniform_blocks[0].hlsl_register_b_n = 0; desc.images[0].stage = .FRAGMENT; desc.images[0].multisampled = false; desc.images[0].image_type = ._2D; desc.images[0].sample_type = .FLOAT; desc.images[0].hlsl_register_t_n = 0; desc.samplers[0].stage = .FRAGMENT; desc.samplers[0].sampler_type = .FILTERING; desc.samplers[0].hlsl_register_s_n = 0; desc.image_sampler_pairs[0].stage = .FRAGMENT; desc.image_sampler_pairs[0].image_slot = 0; desc.image_sampler_pairs[0].sampler_slot = 0; case .METAL_MACOS; desc.vertex_func.source = xx *vs_default_source_metal_macos; desc.vertex_func.entry = "main0"; desc.fragment_func.source = xx *fs_default_source_metal_macos; desc.fragment_func.entry = "main0"; desc.uniform_blocks[0].stage = .VERTEX; desc.uniform_blocks[0].layout = .STD140; desc.uniform_blocks[0].size = 64; desc.uniform_blocks[0].msl_buffer_n = 0; desc.images[0].stage = .FRAGMENT; desc.images[0].multisampled = false; desc.images[0].image_type = ._2D; desc.images[0].sample_type = .FLOAT; desc.images[0].msl_texture_n = 0; desc.samplers[0].stage = .FRAGMENT; desc.samplers[0].sampler_type = .FILTERING; desc.samplers[0].msl_sampler_n = 0; desc.image_sampler_pairs[0].stage = .FRAGMENT; desc.image_sampler_pairs[0].image_slot = 0; desc.image_sampler_pairs[0].sampler_slot = 0; } return desc; } offscreen_shader_desc :: (backend: sg_backend) -> sg_shader_desc { desc: sg_shader_desc; desc.label = "offscreen_shader"; if backend == { case .GLCORE; desc.vertex_func.source = xx *vs_offscreen_source_glsl410; desc.vertex_func.entry = "main"; desc.fragment_func.source = xx *fs_offscreen_source_glsl410; desc.fragment_func.entry = "main"; desc.attrs[0].glsl_name = "position"; desc.attrs[1].glsl_name = "normal"; desc.uniform_blocks[0].stage = .VERTEX; desc.uniform_blocks[0].layout = .STD140; desc.uniform_blocks[0].size = 64; desc.uniform_blocks[0].glsl_uniforms[0].type = .FLOAT4; desc.uniform_blocks[0].glsl_uniforms[0].array_count = 4; desc.uniform_blocks[0].glsl_uniforms[0].glsl_name = "vs_params"; case .D3D11; desc.vertex_func.source = xx *vs_offscreen_source_hlsl5; desc.vertex_func.d3d11_target = "vs_5_0"; desc.vertex_func.entry = "main"; desc.fragment_func.source = xx *fs_offscreen_source_hlsl5; desc.fragment_func.d3d11_target = "ps_5_0"; desc.fragment_func.entry = "main"; desc.attrs[0].hlsl_sem_name = "TEXCOORD"; desc.attrs[0].hlsl_sem_index = 0; desc.attrs[1].hlsl_sem_name = "TEXCOORD"; desc.attrs[1].hlsl_sem_index = 1; desc.uniform_blocks[0].stage = .VERTEX; desc.uniform_blocks[0].layout = .STD140; desc.uniform_blocks[0].size = 64; desc.uniform_blocks[0].hlsl_register_b_n = 0; case .METAL_MACOS; desc.vertex_func.source = xx *vs_offscreen_source_metal_macos; desc.vertex_func.entry = "main0"; desc.fragment_func.source = xx *fs_offscreen_source_metal_macos; desc.fragment_func.entry = "main0"; desc.uniform_blocks[0].stage = .VERTEX; desc.uniform_blocks[0].layout = .STD140; desc.uniform_blocks[0].size = 64; desc.uniform_blocks[0].msl_buffer_n = 0; } return desc; }